
Lately I finished the "Designing Games", by Tynan Sylvester, lead developer of Rimworld. Highly recommend to everyone who is interested in game design. This book is not about the code, but about experience that your game will create.
I decided to dig into what it really means to be a product manager. It’s easy to complain when there’s no PM on the team, but I wanted to understand what exactly was missing—and why having one actually matters. With a bit of free time on my hands, I figured: why not explore it for myself?
I started with Coursera, since it offers content built around university-style lectures. Honestly, it felt like stepping back into college—specifically one of those classes I took in the middle of the desert (but that’s a story for another time). The material wasn’t bad; it was just delivered in that traditional academic format.
The instructor walked through frameworks, conducted interviews with real product managers, and presented slides. All of that is valuable, but it often felt like there was no clear sense of what to do next. When the course wrapped up, I found myself wondering: What now? How do I go from watching lectures to actually becoming a PM? What’s the actionable takeaway here?
Still, as an introduction, it wasn’t a bad experience. The course gives you a solid academic perspective on the role, which helps broaden your understanding and vocabulary. It’s not hands-on, but it’s a good first step if you're curious about the field.
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Lately I finished the "Designing Games", by Tynan Sylvester, lead developer of Rimworld. Highly recommend to everyone who is interested in game design. This book is not about the code, but about experience that your game will create.
"Digital Product Management" It would be a long journey. Really, there were 17 sections, each one included from 3 to 26 videos. Each video was from 3, up to 16 minutes. This all added up to a very long course. On the other hand, what did you expect? To learn the profession in one sitting? Sadly it's not the case.